I'm glad to hear that my md3 demo works on your side, however I'd love to see you guys post something like the email that I received today:

I've taken JCD advice and here is my first post on the Xith3D forum. I've been lurking the forums from time to time. I've got some Java3D experience, for my master thesis I tried to write a rigid body simulator using Java3D. Much of the time was used trying to create a decent collision detection routine. The code can be found here:http://folk.uio.no/staalep/rbd.tgz (must have Java3D to run the graphics demos). The paper can be found here:http://folk.uio.no/staalep/rbd.pdf, dont know if its very interesting, but it explains rigid body physics and simple collision detection theory.The plan is to port it to Xith3D, but havent had the time yet...- enough of my rants, the fps i get on the lates demo (q3 loader)810-830 fps, but it drops to 740-800 for 1-2 seconds after mouseclick.I can only run the demos in 640x480 all other resolutions is _greyed out_.

New demo; TextureCubeMap Well I asked Yuri about this feature a couple of months ago and he said that he was planning on implementing it in the near future.Knowing how busy the guy is, I thought I'd give it a go myself and see if I can get it to work.So not only this feature is now enabled in my own xith3d.jar, but it also supports some of the functions that are found in the equivalent Java3D lib but not functional ^_^.I also added the following extensions to the TexCoordGen class: REFLECTION_MAP and NORMAL_MAP.Enjoy

All demos should now compile using the latest CVS built.More importantly, I reorganized them into java packages and separated the input files from the main class.Also due to popular demand, all my demos are now compressed and available as winzip packages.

Fixes:The latest demo, TextureCubeMap now renders correctly, big thumbs up for Yuri for fixing it ^_^.

I took off the phong demo again because I need some custom modifications to the XIth3d core to have it run optimally. I will hopefully put it back soon.

Combined noraml map based bumpmapping + cubemapping to produce an awesome effect The new demo will require VS and PS shaders support and was successfully tested using a Radeon 9700 pro.One of my finest demos to date ^_^PS: FPS 650

New demo up Basically what I do here is, after computing the reflection vector in eye space and looking up the correct texture fragment in a cube map, I add the base texture to the final color and then scale it a bit.This way we can have "true" reflection on random objects, like cars racing in a city etc...

Doh I should've done my homework before making any statments on the PS and VS compatible cards Only Radeon 9500 + & Geforce Fx support ARB_FRAGMENT_PROGRAM whereas the ARB_VERTEX_PROGRAM is supported up from the GF3/Radeon 8500 to the latest offering...On the other hand GF4/3 use matrices transformation on a texel level, which doesn't give much freedom to the developper but help accomplish simple effects.

there is a possibility of making the Odejava (which is more than just an Ode binding) pure java - but there is a large mantinence issue, in that someone would have to keep the ported code up to date with the C code.

New demo up: Cubic Water ReflectionBasically this demo shows how a TextureCubeMap can be used to render good looking water.It also implements a technic to keep the skybox from getting closer or any farther from the camera by constantly correcting the center of the background geometry.Finally I had to modfiy Xith3D source a bit to support GL.CLAMP_TO_EDGE_EXT extension which is necessary to get rid of the ugly lines at the skybox edges.Enjoy PS: The only reason I use TGA files is because I can load them super fast to an ImageComponent2D whereas loading pngs jpgs or any other java-supported format must pass by a time-costly conversion

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